new model format

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Kristian
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new model format

Post by Kristian »

Hello people,
Can anyone give me any pointers on which way new mesh model format support p pwould be proberly impleated ? Should i do i the "CEGui OgreDriver" way? Or some other way ?

Regards
Kristian
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haffax
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Post by haffax »

Sorry, but I don't really understand your question. What do you want to achieve? Do you want to create a new internal format for meshes? Or a converter to Ogre's mesh format or do you want to write a modelling tool? I don't quite understand the reference to Cegui.
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Banania
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Post by Banania »

I think he wants a way to load other mesh formats than .mesh in Ogre. However, I don't really understand the CEgui reference either.
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Post by :wumpus: »

You should make a converter to .mesh or .xml (and then run the xml to mesh converter); as the .mesh format matches the internal data structures of Ogre exactly, it's much faster to load and can contain specialized structures like edge list (for shadows) and tangent vectors (for normal mapping) so they don't have to be built at runtime.
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Kristian
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Post by Kristian »

Im interested in displaying meshes which has a diffirent format and structure than the mesh format ogre uses to load. Im not speaking of converting anything here.
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CE gui does its rendering by utilising the renderqueue listerner provided by Ogre. Should I do the same thing with the model i want to display or should i impleat the loading inside the ogre libery ?
Kristian, crying out loud: "If it works. Don't fix it!" :p
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Post by :wumpus: »

You can build your mesh in-memory using HardwarePixelBuffer and HardwareVertexBuffer, then display that.
thttp://ogrewiki.digitalsentience.com/index.php/GeneratingAMesh
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liberator
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Post by liberator »

:wumpus: wrote:You can build your mesh in-memory using HardwarePixelBuffer and HardwareVertexBuffer, then display that.
thttp://ogrewiki.digitalsentience.com/index.php/GeneratingAMesh
Link correction:
http://ogrewiki.digitalsentience.com/in ... atingAMesh

Firefox was bitching when I clicked it :)